Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 11:35 pm
All times are UTC + 0
Reminder on the existance of remap
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Mon Feb 10, 2014 3:04 pm    Post subject:  Reminder on the existance of remap Reply with quote  Mark this post and the followings unread

Just wanted to post a small reminder that the game has something called remappable colors and that their usage is advised to make the unit usable. just noticed quite a lot of assets here and on YR arg that suffer a lot from having no remap or barely any.

_________________
Free Tibed!
EA for worst company of the decade!

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 10, 2014 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agree! Without remap the units are kind of unfinished and are not that interesting.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 10, 2014 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reminder on the existence of VSE.

Just wanted to post a small reminder that the community has something called Voxel Section Editor and that its usage is advised to make the unit fit to your own needs.
And replacing the colors of a few voxel is a piece of cake.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Feb 10, 2014 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be honest I am not a fan of remapping. When I make a civilian building I do not make it remappable. When you are in combat you don't always know where the enemy is. You should always be aware of your surrounding. I use as little remap as possible for units

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

Back to top
View user's profile Send private message Send e-mail Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Feb 10, 2014 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

As LKO said anyone can easily add remap, doesn't take any skill in voxeling either as its just recolouring areas. You could also complain that not every voxel matches a particular style, so look stupid when put together without editing however the original artists weren't making it for any one person in particular, besides themselves. Really you have to live with these issues or fix them yourself, thats what modding is about afterall.

You could even post your edited work up here afterwards so others dont have to do it again.

Back to top
View user's profile Send private message Send e-mail
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Feb 10, 2014 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
To be honest I am not a fan of remapping. When I make a civilian building I do not make it remappable. When you are in combat you don't always know where the enemy is. You should always be aware of your surrounding. I use as little remap as possible for units

ztype realism.  I want to play the damn game, and that means that I need to pay attention to silhouettes, colour schemes, and house colours.  The RTS genre is designed to throw a lot of visual and auditory stimuli at the player and force them to make decisions.  The moment you start muddying the waters unnecessarily you turn that stimulus from fun to annoying.  You become aware of your surroundings through the use of visual and auditory stimuli, so by removing these stimuli you're actually reducing the situational awareness of players, which is key to keeping the game fun and playable.

Remap is especially important at higher player counts, where multiple players are playing as the same faction.  The moment of confusion when you mistake your ally's troops for your enemy's and divert a force to counter them...  ztype that shit.  I want to play the game.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1910s ][ Queries: 11 (0.0082s) ][ Debug on ]